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Vote On The Way Combat Should Work!

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Danny

  

573 members have voted

  1. 1. Read, think, vote, discuss

    • Default RP
      260
    • Default PVP
      262
    • Gaius' Syshtem
      52


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This is another issue.

 

Not everyone feels they are a good enough roleplayer to properly roleplay combat. They feel pressured to continuously spit out emotes. If they take time to think out their emotes, people accuse them of metagaming and yell at them. 

This is the issue, people get VA's too easily. RP will not improve by this change it will only make it easier and have less quality and is that what we should aim for? It will drag down much OOC arguing yes but claiming that the RP will improve is non-sense from those saying so. A lot of villains (which can even be proved) are just playing Cod.

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This is the issue, people get VA's too easily. RP will not improve by this change it will only make it easier and have less quality and is that what we should aim for? It will drag down much OOC arguing yes but claiming that the RP will improve is non-sense from those saying so. A lot of villains (which can even be proved) are just playing Cod.

Then start purging VAs and only accept the server's best roleplayers and make VAs a lot harder

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If it goes to PvP default (Which it should not.) then I will refuse to PvP since they can refuse to RP fights. Fair is fair.

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If it goes to PvP default (Which it should not.) then I will refuse to PvP since they can refuse to RP fights. Fair is fair.

 

Then you can go and get banned for it. The rules are the rules. To abide by them is to be fair.

 

It's that sort of attitude that ruins this community. A linear and close minded one with a self perceived flair of spite that only digresses this server from being good for everybody.

 

Loosen up. The world is not at its end. You will live on.

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Then you can go and get banned for it. The rules are the rules. To abide by them is to be fair.

 

Banned for wanting to roleplay will be rather q-ueer. (Since when is that censored? o.o;)

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Banned for wanting to roleplay will be rather q-ueer. (Since when is that censored? o.o;)

 

 

Please, spare the cleverness. I am still waiting for a post from you refuting the points Gaius/Blindmind/etc made in order to convince those like I about the benefits of roleplay /combat/. Please, indulge all of us. We only want things to be fair for everyone, do we not?

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Why PvP Combat?

In the livestream, Tythus and Telinir explained a bit of their reasoning on why they think a PvP default is the best thing for the server. Here is what I've laid out of what they said:

• Combat will be quick and brutal, as apposed to the (occasional) 1-2 hour RP conflict

• It will be more about having fun, instead of spending an hour or two typing

• No OOC conflict due to being in a fight for so long

• It will reduce the amount of metagaming -- while you're RP fighting, your enemy could be sending /tells to their friends to come help

• Powergaming will be reduced due to it being a mechanic

They hope that this plugin will take less time out of RP fighting, and put more time into actually roleplaying. Whatever your opinion is, take everything into mind!

So... I don't see any reason why pvp should be chosen... All I see are opinions. I only twice in all of Anthos was in a fight with OOC bickering, in rp and in pvp there will be metagaming, just in rp you could just keep rp'ing and hope for someone to show up, which would not be metagaming, but with pvp, you only have 10 mins of rp before the pvp so they can call up their friends very very fast. I actually have no idea how asking for help will actually work now...

Quick and brutal is not fun, it's boring 10 seconds.

RP is typing, a fight has never been 2 hours of typing, and if I got a fight that long, I wouldbe because I would be having great fun with it.

Powergaming will be reduced to the mechanics, which allow for a lot of situational powergaming.

Death in PvP

In PvP, the victor will receive 10% of the victim's items. This will happen because, in your death, a random 10% of your items will pop out of you, instead of the usual 100%. The loser will respawn at the Cloud Temple; they will not be given the option to respawn 10 blocks away.

For the love of god, remove this!

We have only now been able to find a way to stop pvp'ers from sending people to the temple without rp with the knockout plugin.

duals

Two players can agree to duel, where they will partake in PvP combat, but neither person dies when there is a winner. The winner of the duel will be announced on a local chat.

This option would be for people who are just fighting for fun, or perhaps want to be able to RP after one of the characters dies in PvP.

This already is done with members hitting each other with the knockout plugin, it's a nice feature to add, for klomps expecially.

On the other hand, it does nothing to fix any of the 'to death' fights that happen on the streets.

Returning from Death after Battles/Events

The server already has a rule present where it is not allowed to return to your place of death until 30 minutes have passed if it is a major battle, event, or PvP conflict. Now, this rule will be mechanically enforced.

When you die, there will be a protected area that keeps only you out, and this protection will last for 30 minutes. The protection will have a radius of 100 blocks.

I assume this is only in events/war, so it's alright.

Death by Accident

If you die by accident -- say, you fall off of a cliff --, you will be faced with two options.

Option 1: Revive at the Cloud Temple.

Option 2: Go into soul mode, and respawn at an area (at most) 10 blocks from where you died.

In both occasions, you will lose 50% of your items (randomly).

I don't... I don't understand this... Why is an accidental death making you lose 50% of your items...

Many new weapons were mentioned in the livestream, including (but definitely not limited to)

• Crossbows

• Claymores

• Longbows

• Throwing Knives

• Spears/Lances (especially for use on horsies!)

I assume all the other types of weapons will be included as well, battleaxes, warhammers, flays, normal knives, and so forth.

nothing is really said about how these items will work, so I can't really say anything on how they will work in rp or in pvp... unless for the crossbow, that will be so abused... 10 second reload time? No matter, I'll just start pulling the string while my allie and the enemy are counting down for pvp.

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-snip-

 

 

Do remember that there is more to be revealed/added! This is a work in progress! This isn't meant as an argument against what you said, but just something to toss out there for others.

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Please, spare the cleverness. I am still waiting for a post from you refuting the points Gaius/Blindmind/etc made in order to convince those like I about the benefits of roleplay /combat/. Please, indulge all of us. We only want things to be fair for everyone, do we not?

 

I voted for neither and support neither option since I have a divided opinion, I voted for Gaius's option in the first place. So sorry matey, no post coming from me. And no, I will not "spare you the cleverness" since it's like that that you point out fallacies in someone else logic. If you don't want people giving out counter arguments, don't post.

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I voted for neither and support neither option since I have a divided opinion, I voted for Gaius's option in the first place. So sorry matey, no post coming from me. And no, I will not "spare you the cleverness" since it's like that that you point out fallacies in someone else logic. If you don't want people giving out counter arguments, don't post.

You've certainly held a position in this thread from the looks of it; I still see replies and arguments coming from you. If you still plan on posting, then do tackle points already said. Blindmind for one supports PVP default, so perhaps you could try him? 

If you're not going to counter argue the points that matter, then I could question your reason to post as well. I don't mind a counter argument, I do mind, however, something said that's already been discussed in the past 56 pages of this thread.

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You've certainly held a position in this thread from the looks of it; I still see replies and arguments coming from you. If you still plan on posting, then do tackle points already said. Blindmind for one supports PVP default, so perhaps you could try him? 

If you're not going to counter argue the points that matter, then I could question your reason to post as well. I don't mind a counter argument, I do mind, however, something said that's already been discussed in the past 56 pages of this thread.

 

I don't need to post against them because their arguments are clean, logical and true. If you look closely enough you'll see I've pointed out problems with Rp-fighters arguments too. 

Perhaps I favor RP fighting a tad more, but that's only because the method I'd love to see implemented is that it's default RP fighting until you get into OOC-bickering. If ever that happens then it reverts to PVP.

 

Hey, guess what. The majority of what you've said has already been mentioned as well. If you hadn't realised we've reached the point were we're practically turning in circles repeating ourselves for the most part.

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Hey, guess what. The majority of what you've said has already been mentioned as well. If you hadn't realised we've reached the point were we're practically turning in circles repeating ourselves for the most part.

I will agree with that. I will agree with that, indeed.

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This is the issue, people get VA's too easily. RP will not improve by this change it will only make it easier and have less quality and is that what we should aim for? It will drag down much OOC arguing yes but claiming that the RP will improve is non-sense from those saying so. A lot of villains (which can even be proved) are just playing Cod.

To that, I'll say this. I used to be able to count the villains. There was a list of them, much like the list of mages we have, now. But watered down villainy isn't so much due to the VAT growing lax, or complacent, or gentle, it is due to the encouragement from a system of combat so naturally inclined toward romanticising conflict and battles of will. Imagine the frustration of the poor forum moderator or VAT member if they were asked to compile a list of villains, now. I think they'd melt.

 

By the nature of roleplay fighting, we as a community have been given over to the mindset that we are freely able to insert ourselves into others' lives, and with the panache and flair of a street-magician. I would say that it's pretty easy to draw your sword and flail away when the talking gets heated, the way things are now. It's easy to succumb to that tempting first strike. It's easy to tackle, to throw a punch, to clamber onto a rooftop and parry, riposte, and lunge. It's easy to assert yourself, when the option to do so is there, all of the time. It's easy to say, "I'm going to do this," and try to make it happen, whenever the impulse strikes. And the impulse always strikes. This is what draws more people toward villainy; to make life easier whilst you assert your character on another, to act on that impulse to embrace all of the freedoms roleplay fighting employs. By the nature of roleplay fighting, villainy has gone from a craft, to a lifestyle.

It should not be so easy.

However, because it is, we see combat sprout like a weed. So, too, do we see villains drive the world, starved for goodly folk to abuse and entertain. Like I said, before, I used to be able to count the number of villains, and they were good at what they did. Their scarcity lent them authority and power, which nearly always disarmed their victims, emotionally. It used to really mean something to warn passersby that bandits had roosted by the roadside. Now, however, really all you can hope for is that someone isn't trigger happy with their emotes, eager to show off and assert themselves, hoping for their moment in the limelight.

What roleplay fighting encourages are levels of empowerment, vanity, and ease-of-access that we should not have. It lends us freedom of expression, but squelches the responsibility and wisdom to wield it correctly. We use it often, and with an over-abundance of pride, where as with PvP, we would find ourselves questioning the impulse that springs to mind before our hands fall on the hilt of our swords. Combat then gains real emotion, real power. It is no longer a show, but something real and visceral. Otherwise, it isn't unlike a toy that we fiddle around with at a moment's notice.

 

Between July and September of 2011, in Aegis, combat was not a common thing. It was something of an event, really. If a man had broken a law in Al'Khazar or a raid laid waste to a town, not a one would be ignorant to the news. It was something to sit down to and talk about when calm retook the cities. By the nature of PvP (its swiftness, its objectiveness, its definitive resolutions, its intolerance for romanticism), we will see combat subside and we will see it become something meaningful.

So, too, will we become responsible for ourselves, again. We will need to pick our battles, instead of throw ourselves against them. We will really need to look at our character and think should I be involved? We will be required to pick up the pieces in defeat, and rely on our substantial roleplay, before and after the event, in victory. And by the nature of what is required for PvP to be invoked, we will see tension return in spades before combat ensues. This means a great deal for our watered down villains, who want to be jalapenos peppers when they're actually green.

If villains are your concern, I recommend lending PvP a second thought. If it is implemented, after a month or so, when the flames die and we find our sweet spot again, you will come to realize the changing landscape, in roleplay as well as the community.

 

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Then you can go and get banned for it. The rules are the rules. To abide by them is to be fair.

 

It's that sort of attitude that ruins this community. A linear and close minded one with a self perceived flair of spite that only digresses this server from being good for everybody.

 

Loosen up. The world is not at its end. You will live on.

Even though I voted PvP default, I disagree with you.

 

If he does not want to PvP, that is his choice. He is able to ask that person if they would RP, and if they disagree he can simply back out of the fight. You cannot force him to do something he doesn't want to do. Simply banning him wont help either. People need to realize that Br's are not the only solution to ones problems.

 

Please, spare the cleverness. I am still waiting for a post from you refuting the points Gaius/Blindmind/etc made in order to convince those like I about the benefits of roleplay /combat/. Please, indulge all of us. We only want things to be fair for everyone, do we not?

Please, spare the sarcasm.

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To that, I'll say this. I used to be able to count the villains. There was a list of them, much like the list of mages we have, now. But watered down villainy isn't so due to the VAT growing lax, or complacent, or gentle, but it is due to the encouragement from a system of combat so naturally inclined toward romanticising conflict and battles of will. Imagine the frustration of the poor forum moderator or VAT member if they were asked to compile a list of villains, now. I think they'd melt.

 

 

 

 

 

There already is a list with every villain that the VAT keeps up and updates each time they accept a VA.

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